Volumetric slicer
AssigneeIntuitive Research and Technology Corporation
InventorsMichael Jones, Kyle Russell, Chanler Crowe Cantor, Michael Yohe
Life of this patent
Estimating the term…
Abstract
A method to view inside three-dimensional volumetric build data takes in each pixel of the images and evaluates the density, usually represented by color, of the pixel. This evaluation allows the user to set threshold values and return exact representations of the data presented, instead of a culmination of all data along a ray trace. The user can determine the size and placement of a slice plane in relation to the volumetric data, and the software will remove the data in front of the plane so the user can view the internal structure of the data.
Claims11
A method of visualizing a three-dimensional volume for use in a virtual reality environment, comprising:
- converting two-dimensional images into two-dimensional image textures;
- rendering the two-dimensional image textures into render targets to form a rendered volume;
- creating a master tiled texture material;
- virtually projecting arbitrary rays into a mesh from a face of a virtual camera and displaying, on a display, returned ray values from an intersection of the arbitrary rays with color pixels from the mesh;
- defining a slice plane;
- setting values of the plane location and plane normal;
- using thresholds to determine if pixels should be drawn;
- selecting the size of the slice plane to be placed;
- placing the slice plane within the rendered volume;
- and
- displaying a remaining volume with respect to a selected area.
A method of visualizing a three-dimensional volume for use in a virtual reality environment, comprising:
- converting two-dimensional images into two-dimensional image textures;
- rendering the two-dimensional image textures into render targets to form a rendered volume;
- creating a master tiled texture material;
- virtually projecting arbitrary rays into a mesh from a face of a virtual camera and displaying, on a display, returned ray values from an intersection of the arbitrary rays with color pixels from the mesh;
- defining a sphere;
- in response to a determination that the sphere is in contact with the rendered volume, sending values of the sphere center location to a volumetric shader;
- creating a vector between a current pixel and the sphere center;
- if the distance from the current pixel to the sphere center is less than the radius of the sphere, draw the pixel, and if the distance from the current pixel to the sphere center is greater than or equal to the radius of the sphere, discarding the pixel.
Dependencies are inferred from the claim text.